Пример #1
0
 public Mesh(string name, int verticesCount, int facesCount)
 {
     Vertices = new Vertex[verticesCount];
     Faces = new Face[facesCount];
     Name = name;
 }
Пример #2
0
        // drawing line between 2 points from left to right
        // papb -> pcpd
        // pa, pb, pc, pd must then be sorted before
        void ProcessScanLine(ScanLineData data, Vertex va, Vertex vb, Vertex vc, Vertex vd, Color4 color)
        {
            Vector3 pa = va.Coordinates;
            Vector3 pb = vb.Coordinates;
            Vector3 pc = vc.Coordinates;
            Vector3 pd = vd.Coordinates;

            var gradient1 = pa.Y != pb.Y ? (data.currentY - pa.Y) / (pb.Y - pa.Y) : 1;
            var gradient2 = pc.Y != pd.Y ? (data.currentY - pc.Y) / (pd.Y - pc.Y) : 1;

            int sx = (int)Interpolate(pa.X, pb.X, gradient1);
            int ex = (int)Interpolate(pc.X, pd.X, gradient2);

            // starting Z & ending Z
            float z1 = Interpolate(pa.Z, pb.Z, gradient1);
            float z2 = Interpolate(pc.Z, pd.Z, gradient2);

            // Interpolating normals on Y
            var snl = Interpolate(data.ndotla, data.ndotlb, gradient1);
            var enl = Interpolate(data.ndotlc, data.ndotld, gradient2);

            var su = Interpolate(data.ua, data.ub, gradient1);
            var eu = Interpolate(data.uc, data.ud, gradient2);
            var sv = Interpolate(data.va, data.vb, gradient1);
            var ev = Interpolate(data.vc, data.vd, gradient2);

            for (var x = sx; x < ex; x++)
            {
                float gradient = (x - sx) / (float)(ex - sx);

                var z = Interpolate(z1, z2, gradient);
                var ndotl = Interpolate(snl, enl, gradient);
                var u = Interpolate(su, eu, gradient);
                var v = Interpolate(sv, ev, gradient);

                Color4 textureColor;
                textureColor = new Color4(1, 1, 1, 1);

                DrawPoint(new Vector3(x, data.currentY, z), color * ndotl);
            }
        }
Пример #3
0
        public void DrawTriangle(Vertex v1, Vertex v2, Vertex v3, Color4 color)
        {
            if (v1.Coordinates.Y > v2.Coordinates.Y)
            {
                var temp = v2;
                v2 = v1;
                v1 = temp;
            }

            if (v2.Coordinates.Y > v3.Coordinates.Y)
            {
                var temp = v2;
                v2 = v3;
                v3 = temp;
            }

            if (v1.Coordinates.Y > v2.Coordinates.Y)
            {
                var temp = v2;
                v2 = v1;
                v1 = temp;
            }

            Vector3 p1 = v1.Coordinates;
            Vector3 p2 = v2.Coordinates;
            Vector3 p3 = v3.Coordinates;

            // Light position 
            Vector3 lightPos = new Vector3(0, 10, 10);

            float nl1 = ComputeNDotL(v1.WorldCoordinates, v1.Normal, lightPos);
            float nl2 = ComputeNDotL(v2.WorldCoordinates, v2.Normal, lightPos);
            float nl3 = ComputeNDotL(v3.WorldCoordinates, v3.Normal, lightPos);

            var data = new ScanLineData { };

            float dP1P2, dP1P3;

            // Computing slopes
            if (p2.Y - p1.Y > 0)
                dP1P2 = (p2.X - p1.X) / (p2.Y - p1.Y);
            else
                dP1P2 = 0;

            if (p3.Y - p1.Y > 0)
                dP1P3 = (p3.X - p1.X) / (p3.Y - p1.Y);
            else
                dP1P3 = 0;

            if (dP1P2 > dP1P3)
            {
                for (var y = (int)p1.Y; y <= (int)p3.Y; y++)
                {
                    data.currentY = y;

                    if (y < p2.Y)
                    {
                        data.ndotla = nl1;
                        data.ndotlb = nl3;
                        data.ndotlc = nl1;
                        data.ndotld = nl2;

                        data.ua = v1.TextureCoordinates.X;
                        data.ub = v3.TextureCoordinates.X;
                        data.uc = v1.TextureCoordinates.X;
                        data.ud = v2.TextureCoordinates.X;

                        data.va = v1.TextureCoordinates.Y;
                        data.vb = v3.TextureCoordinates.Y;
                        data.vc = v1.TextureCoordinates.Y;
                        data.vd = v2.TextureCoordinates.Y;

                        ProcessScanLine(data, v1, v3, v1, v2, color);
                    }
                    else
                    {
                        data.ndotla = nl1;
                        data.ndotlb = nl3;
                        data.ndotlc = nl2;
                        data.ndotld = nl3;

                        data.ua = v1.TextureCoordinates.X;
                        data.ub = v3.TextureCoordinates.X;
                        data.uc = v2.TextureCoordinates.X;
                        data.ud = v3.TextureCoordinates.X;

                        data.va = v1.TextureCoordinates.Y;
                        data.vb = v3.TextureCoordinates.Y;
                        data.vc = v2.TextureCoordinates.Y;
                        data.vd = v3.TextureCoordinates.Y;

                        ProcessScanLine(data, v1, v3, v2, v3, color);
                    }
                }
            }
            else
            {
                for (var y = (int)p1.Y; y <= (int)p3.Y; y++)
                {
                    data.currentY = y;

                    if (y < p2.Y)
                    {
                        data.ndotla = nl1;
                        data.ndotlb = nl2;
                        data.ndotlc = nl1;
                        data.ndotld = nl3;

                        data.ua = v1.TextureCoordinates.X;
                        data.ub = v2.TextureCoordinates.X;
                        data.uc = v1.TextureCoordinates.X;
                        data.ud = v3.TextureCoordinates.X;

                        data.va = v1.TextureCoordinates.Y;
                        data.vb = v2.TextureCoordinates.Y;
                        data.vc = v1.TextureCoordinates.Y;
                        data.vd = v3.TextureCoordinates.Y;

                        ProcessScanLine(data, v1, v2, v1, v3, color);
                    }
                    else
                    {
                        data.ndotla = nl2;
                        data.ndotlb = nl3;
                        data.ndotlc = nl1;
                        data.ndotld = nl3;

                        data.ua = v2.TextureCoordinates.X;
                        data.ub = v3.TextureCoordinates.X;
                        data.uc = v1.TextureCoordinates.X;
                        data.ud = v3.TextureCoordinates.X;

                        data.va = v2.TextureCoordinates.Y;
                        data.vb = v3.TextureCoordinates.Y;
                        data.vc = v1.TextureCoordinates.Y;
                        data.vd = v3.TextureCoordinates.Y;

                        ProcessScanLine(data, v2, v3, v1, v3, color);
                    }
                }
            }
        }
Пример #4
0
        public Vertex Project(Vertex vertex, Matrix transMat, Matrix world)
        {
            // transforming the coordinates into 2D space
            var point2d = Vector3.TransformCoordinate(vertex.Coordinates, transMat);
            // transforming the coordinates & the normal to the vertex in the 3D world
            var point3dWorld = Vector3.TransformCoordinate(vertex.Coordinates, world);
            var normal3dWorld = Vector3.TransformCoordinate(vertex.Normal, world);


            var x = point2d.X * renderWidth + renderWidth / 2.0f;
            var y = -point2d.Y * renderHeight + renderHeight / 2.0f;

            return new Vertex
            {
                Coordinates = new Vector3(x, y, point2d.Z),
                Normal = normal3dWorld,
                WorldCoordinates = point3dWorld,
                TextureCoordinates = vertex.TextureCoordinates
            };
        }